Creature — Kor Cleric (1/2)
: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
Creature — Human Soldier Scout (1/1)
When Honorable Scout enters the battlefield, you gain 2 life for each black and/or red creature target opponent controls.
Creature — Human Cleric (1/1)
: Target creature gets +1/+1 until end of turn.
Creature — Human Soldier Scout (1/1)
, : Target creature gains first strike until end of turn.
Creature — Human Ranger (1/1)
: Target green creature gains first strike until end of turn.
Creature — Kor Cleric (1/1)
Kicker (You may pay an additional as you cast this spell.)
Flying
When Kitesail Cleric enters the battlefield, if it was kicked, tap up to two target creatures.
Creature — Human Soldier (1/2)
, : Tap target creature with mana value 2 or greater.
Creature — Human Warrior (2/1)
Whenever Mardu Woe-Reaper or another Warrior enters the battlefield under your control, you may exile target creature card from a graveyard. If you do, you gain 1 life.
Creature — Bird (1/1)
Flying, vigilance
When Miner's Guidewing dies, target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Creature — Human Cleric (1/1)
: Destroy target Aura attached to a creature you control.
Creature — Human Cleric (1/1)
: Target creature you control gains protection from the color of your choice until end of turn.
Creature — Kor Nomad Soldier (1/1)
: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.
Creature — Human Knight (2/3)
Defender (This creature can't attack.)
As long as Novice Knight is enchanted or equipped, it can attack as though it didn't have defender.
Creature — Human Cleric (1/1)
Vigilance
Sacrifice Ollenbock Escort: Target creature you control with a +1/+1 counter on it gains lifelink and indestructible until end of turn.
Creature — Human Cleric (0/1)
Defender (This creature can't attack.)
As Order of the Stars enters the battlefield, choose a color.
Order of the Stars has protection from the chosen color.
Creature — Human Scout (1/2)
Constellation — Whenever an enchantment enters the battlefield under your control, target creature gets +1/+1 until end of turn.
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